Interactive game with action figure identification

ABSTRACT

A game board provided with multiple positions for placing different action figures. The base of each action figure has an arrangement of magnets that individually identify the particular figure, and each position on the game board includes a sensor for “reading” these action figure identities. When an action figure is placed in one of the positions, the corresponding position sensor identifies the figure and prompts an action appropriate to that action figure in that particular position on the board. Actions to be applied to each action figure vary depending upon game board position. Game players can also modify the magnet arrangement of each action figure to change its mood which, in turn, prompts the board to initiate a different action for that figure that suits its present mood.

This application is entitled to and hereby claims the priority ofco-pending U.S. Provisional application, Ser. No. 60/519,617 filed Nov.14, 2003.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention is related to the field of interactive games and,more particularly, to an interactive game with action figureidentification.

2. Description of the Related Art

With the popularity of video and other interactive computer-based games,traditional board games having limited or no interactive componentsoften seem outdated and less interesting. Accordingly, a need exists forimproved board games having increased response and interactivity withthe game players.

SUMMARY OF THE INVENTION

In view of the foregoing, one object of the present invention is toprovide an interactive board-based game having variable actions based onaction figure identification and board position.

Another object of the present invention is to provide a game boardhaving sensors for identifying a particular action figure from within agroup of different figures and for providing a response on the basis ofthe identification.

Yet another object of the present invention is to provide a game boardhaving multiple positions for receiving an action figure, each positionhaving a sensor for initiating a plurality of action figure responsesappropriate to the particular position on the board.

A further object of the present invention is to provide anindividualized action figure having variable mood adjustability thatmodifies a corresponding game board response.

In accordance with these and other objects, the present invention isdirected to a game board provided with multiple positions for placingaction figures and having action figure identification capability. Whenan action figure is placed in one of the positions, a sensor in theboard identifies the action figure and prompts an action appropriate tothat action figure in that particular position on the board. At anotherposition on the board the same figure gives a different line of speechappropriate to the story line of the game and to that location. Theplayer of the game can modify the action figure to change its behavior,for example, from “happy” to “sad” and the sensor in the board willdetect the altered “mood” of the action figure and prompt a differentaction for that figure that suits its present mood.

These together with other objects and advantages which will becomesubsequently apparent reside in the details of construction andoperation as more fully hereinafter described and claimed, referencebeing had to the accompanying drawings forming a part hereof, whereinlike numerals refer to like parts throughout.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 shows an action figure in accordance with the present invention.

FIG. 2 illustrates a bottom view of the base of the action figure ofFIG. 1.

FIG. 3 is a representative board position guide for receiving the baseof FIGS. 1 and 2.

FIG. 4 is a side cross-sectional view of the base of FIG. 2 on a boardwith underlying magnetic field sensors, in accordance with the presentinvention.

FIG. 5 illustrates a Hall sensor configuration appropriate for the gamein accordance with the present invention.

FIG. 6 is a circuit diagram of the Hall sensor circuit for use with thepresent invention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

In describing a preferred embodiment of the invention illustrated in thedrawings, specific terminology will be resorted to for the sake ofclarity. However, the invention is not intended to be limited to thespecific terms so selected, and it is to be understood that eachspecific term includes all technical equivalents which operate in asimilar manner to accomplish a similar purpose.

As shown in FIG. 1, according to the present invention a game board 10is provided with multiple positions 12 for placing an action FIG. 14.Each action figure has a base 16 with a plurality of recesses 18 thereinfor receiving permanent magnets 20 as shown in FIG. 2. According to thepreferred embodiment, each base has four recesses 18 spaced from thefront 16a to the back 16 b of the base 16 for holding four magnets 20,although fewer or greater numbers of recesses and magnets could also beimplemented.

Each magnet can be placed with either a north (N) or a south (S) polefacing down towards the board 10, which is non-magnetic. When an actionFIG. 14 is placed in one of the positions 12 on the board, theorientation of the figure is fixed by ridges or guides 22 on the board,as shown in FIG. 3, so that the magnets 20 are oriented approximatelyover magnetic field sensors 24 located under each game board position12, such as Hall sensors 26 on substrate 28 as shown in FIG. 4. Themagnetic field configuration of the action FIG. 14 is sensed by themagnetic field sensors 24 in or under the board at each action figureposition 12, and an action appropriate to that particular action figureand board position is initiated.

More particularly, when an action FIG. 14 is placed in one of thepositions 12, the sensor 24 in the board 10 identifies the particularaction figure and prompts an action appropriate to that action figure inthat particular position on the board; the action may, for example, bethe playing of a prerecorded line of speech. At another position on theboard the same figure gives a different line of speech appropriate tothe story line of the game and to that location. For example, a piratefigure at the crow's nest position would say “sail ho” but the samefigure when placed near a canon says “ready, aim, fire”.

Hall effect sensors are suitable in this application because the sign ofthe voltage output by the Hall sensor depends on the orientation of themagnet adjacent to it. That is, a figure with a configuration of fournorth poles (NNNN) will produce the same sign of Hall voltage on allfour Hall sensors, say (++++). If the Hall sensors are numberedsequentially from left to right, the output of the four Hall sensors canbe used to identify sixteen different action figures. The magnetconfigurations are NNNN SNNN NSNN NNSN NNNS SSNN NSSN NNSS NSNS SNSNSNNS NSSS SNSS SSNS SSSN SSSS

The corresponding signs of Hall voltage from sensors 1, 2, 3 and 4 are:

The player of the game can also modify the action FIG. 14 to change itsbehavior, for example, from “happy” to “sad” and the sensor 24 in theboard 10 will detect the altered “mood” of the action figure and prompta different action for that figure that suits its present mood.According to the preferred embodiment having four magnets per base, eachcharacter can be put into one of five moods by removing or retractingone of the magnets in its base. For example, the action figure with themagnet configuration NNNN could have any of the following five “moods”:

-   -   Neutral (NNNN)    -   Happy (0NNN)    -   Tired (N0NN)    -   Angry (NN0N)    -   Sad (NNN0)        where the zero, “0”, indicates the absence of a magnetic field        at that sensor location. As an alternative to removing a magnet        20, a shielding material (not shown) can be interposed between        the magnet and the Hall sensor in one of the four Hall sensor        positions.

The mood alteration introduces some ambiguity in the identity of theaction figure. For example, 0NNN could be the character NNNN or SNNN inits “happy” state. Removing the magnet in the “1” position produces thesame magnet configuration, 0NNN.

A Hall sensor configuration appropriate for this game is shown by thetwo track Hall sensor 40.6 mm×16.4 mm) shown in FIG. 5. The deviceconsists of two rectangular patches of Hall sensor material. A preferredHall sensor material is an amorphous alloy of gadolinium, zirconium andcobalt. Each rectangular patch of Hall sensor material is connected to acurrent supply by means of metallic conductor contacts. The conductorcontacts are made of a metal with low electrical resistivity such ascopper, silver or gold. A current supply is connected to the two endelectrodes so that an electrical current flows along the long axis ofthe rectangular Hall sensor. Hall voltage contacts are connected to theHall sensor in pairs on either side of the Hall sensor. Two or morepairs of Hall sensors are connected to each rectangular patch. When amagnetic field is applied perpendicular to the surface of the Hallsensor in the region between the Hall voltage contacts, a Hall voltage,a potential difference, occurs at the Hall voltage contacts under theapplied magnetic field. The polarity (+ or − and magnitude of thevoltage at a particular pair of contacts depends on the polarity (N orS) and magnitude of the magnetic field at that pair of contacts.

The Hall voltage contacts are connected by means of voltage leads tooperational amplifiers (opamp) as shown in the circuit diagram of FIG.6. The output of the opamp depends on the sign and magnitude of the Hallvoltage. The opamps for Hall sensors AA and BB are connected to a thirdopamp (L) that serves as a differential amplifier. The Hall sensors CCand DD are similarly connected to a differential amplifier (R). The sumof outputs L and R and the difference of outputs L and R are sufficientto identify the sixteen characters in their neutral state. The output ofthe opamps is sent to a logic circuit that turns on an actuator for theprogrammed action which may be, for example, speech from a selection ofdigitally stored lines or action by a mechanical actuator.

Hall sensors AA, BB, CC and DD have a common DC power supply 30 so thesame current flows through them. The voltage leads of sensor AA areconnected to opamp A, BB to opamp B, CC to opamp C and DD to opamp D.The outputs of the opamps A and B are connected as inputs to opamp L.The outputs of the opamps C and D are connected as inputs to opamp R.The opamp power supply is not shown.

The game board can be replaced with a track and the action figurereplaced with a toy car. Hall sensors are located in the track andmagnets are attached to the car. As the car is moved along the track,the magnets in the car trigger appropriate actions, for example, openinga gate, sounding a horn or changing a traffic light from red to green.Alternatively, the Hall sensors can be located in a toy structure suchas a castle or a pirate ship.

The foregoing descriptions and drawings should be considered asillustrative only of the principles of the invention. The invention maybe configured in a variety of shapes and sizes and is not limited by thedimensions of the preferred embodiment. Numerous applications of thepresent invention will readily occur to those skilled in the art.Therefore, it is not desired to limit the invention to the specificexamples disclosed or the exact construction and operation shown anddescribed. Rather, all suitable modifications and equivalents may beresorted to, falling within the scope of the invention.

1. An interactive board game comprising: a board with a plurality ofpositions, each position having a sensing element; an action figure forplacement on said board in at least one of said plurality of positions,said action figure including an identification element readable by saidsensing element to indicate an identity of said action figure; saidsensing element, upon reading said identification element, initiating anaction based on the identity of said action figure.
 2. The game as setforth in claim 1, wherein said sensing element initiates an action basedon both the identity of the action figure and a particular one of saidplurality of positions in which said action figure has been placed. 3.The game as set forth in claim 1, further comprising a plurality ofaction figures, each of said action figures having a different identityas indicated by a difference in a respective identification element. 4.The game as set forth in claim 1, wherein said identification elementincludes a plurality of magnets.
 5. The game as set forth in claim 4,wherein said identity is set by a north-south orientation of each ofsaid plurality of magnets.
 6. The game as set forth in claim 5, whereinsaid plurality of magnets are arranged in a corresponding plurality ofpositions in a base of said action figure, an absence of magnetic fieldin one of said positions indicating a particular mood of said actionfigure.
 7. The game as set forth in claim 6, wherein said sensingelement initiates an action based on the identity and the mood of theaction figure.
 8. The game as set forth in claim 6, wherein said sensingelement initiates an action based on the identity and the mood of theaction figure and on a particular one of said plurality of positions inwhich said action figure has been placed.
 9. The game as set forth inclaim 8, wherein changing said identity, said mood or said boardposition changes the action to be initiated.
 10. The game as set forthin claim 5, wherein said sensing element includes a Hall sensor.
 11. Thegame as set forth in claim 10, wherein said Hall sensor is mounted underthe board and generally aligned with one of said plurality of positionsso as to read an action figure identity based on said north-south magnetorientation thereof when said figure is placed in said position.
 12. Aninteractive board game comprising: a board with a plurality ofpositions, each position having a magnetic sensor; a plurality of actionfigures for placement on said board in said plurality of positions, eachof said action figures having a base with a plurality of magneticelements readable by said magnetic sensors to indicate a respectiveidentity of said action figures; and each of said magnetic sensors, upondetermining the identity of an action figure placed in a particularposition, initiating an action based on the identity and position ofsaid action figure.
 13. The game as set forth in claim 12, wherein saididentity is set by a north-south orientation of each of said pluralityof magnetic elements.
 14. The game as set forth in claim 13, whereinsaid plurality of magnets are arranged in a corresponding plurality ofpositions, an absence of magnetic field in one of said positionsindicating a particular mood of said action figure.
 15. The game as setforth in claim 14, wherein said action initiated by said magneticsensors is adjusted according to the mood of the action figure.
 16. Thegame as set forth in claim 15, wherein changing said identity, said moodor said board position changes the action to be initiated.
 17. The gameas set forth in claim 12, wherein said magnetic sensors include Hallsensors.
 18. The game as set forth in claim 17, wherein said actionfigure identities are set by a north-south orientation of each of saidplurality of magnetic elements, said Hall sensors being mounted underthe board and generally aligned with respective positions so as to readthe identities of action figures in said positions based on saidnorth-south magnet orientations.
 19. The game as set forth in claim 18,wherein said plurality of magnets are arranged in a correspondingplurality of positions, an absence of magnetic field in one of saidpositions indicating a particular mood of said action figure, saidactions initiated by said magnetic sensors being adjusted according tosaid mood.
 20. The game as set forth in claim 19, wherein said actionsinclude playing a recorded line of speech.